Commit graph

1021 commits

Author SHA1 Message Date
Erik
b100d54829 docs(spec): Phase A4 — multi-cell BSP iteration design
Port retail's CTransition::check_other_cells (acclient_2013_pseudo_c.txt
:272717-272798) into Transition.FindEnvCollisions so the foot-sphere
sees walls in EVERY cell it overlaps, not just the one cell the player's
center is in. Closes the Holtburg inn vestibule wall walk-through
(cell 0xA9B40164 has only 4 polys; adjacent 0xA9B40157 has 23 walls
that are never queried today).

Architecture: new CellTransit.FindCellSet overload (preserves the
candidate HashSet that FindCellList currently discards), new private
Transition.CheckOtherCells method (direct port of the retail loop),
one wire-up in FindEnvCollisions between the existing primary-cell BSP
return and the synthesis fall-through. ~380 LOC total.

Out of scope: FindObjCollisions (already landblock-radius broadphased),
synthesis multi-cell search (A3's job), var_4c re-target (defer).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 15:50:03 +02:00
Erik
fd9daddb37 docs(handoff): strategic pickup prompt for all 6 open items
After the 2026-05-21 session merged A1/A1.5/A1.6/A1.7 to main, six
discrete items remain. This doc maps them as a landscape rather than
single-phase:

- Collision (M2 critical path): A4 multi-cell BSP iteration → verify
  stairs → A2 PHSP inversion → A3 synthesis removal
- Rendering (M7 polish): indoor lighting + spotlight-projection bugs

The recommended order is A4 first (biggest user payoff, unblocks A3),
then stairs verification, A2 + A3 paired, lighting in a separate
session. A3 must NOT ship before A4 — that's the Bug A regression
from 2026-05-20.

Includes a pasteable session-start prompt that the user can box into
a fresh Claude Code session.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 15:10:23 +02:00
Erik
f80b53763f docs(handoff): update pickup prompt to point at main + fresh worktree
After merging the 2026-05-21 session into main (56d2b5e), update the
pickup prompt so the next session starts from main and creates its
own worktree for the A4 work — not the now-merged lucid-goldberg
branch.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 15:05:07 +02:00
Erik
56d2b5e4a1 docs(physics): handoff for 2026-05-21 collision-fix session
Captures everything that shipped in the session — A1, A1.5, A1.6,
A1.7 plus the walk-miss probe spike — and what's still open:

- A4 (multi-cell BSP iteration) — the next big architectural fix,
  closes the "walls walk-through-able in vestibule cells" gap
- A2 (PHSP inversion) — small fix, but only meaningful paired with A3
- A3 (synthesis removal) — needs A4 in place first to avoid
  reverting back to Bug A's free-fall regression
- Lighting bugs (indoor lighting + spotlight projection) — M7 polish,
  separate session

Includes per-fix commit SHAs, code anchors, retail decomp anchors,
probe + launch reference, anti-patterns, and a fresh-session pickup
prompt for boxing into Claude Code.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 14:42:47 +02:00
Erik
4679134d66 fix(physics): fall through to outdoor cell when indoor BSP doesn't contain player (A1.7)
ISSUES #83 Phase A1.7. CellTransit.FindCellList returns currentCellId
when no candidate cell's CellBSP contains the sphere center — but
this also fires when the player has walked OUTSIDE the entire
portal-connected indoor graph (e.g., breached a missing wall poly,
walked through a doorway gap). The player's CellId stays stuck on
the old indoor cell whose BSP is now far away, NodeIntersects fails
at the BSP root for every collision query, and no walls block in
their actual location.

Probe evidence (launch-stairs.utf8.log, A1.6 verify):
- Cell 0xA9B40164: 646 indoor-bsp queries, 644 returned OK (99.7%).
  No walls firing.
- Player local positions in cell 0xA9B40164 ranged X[-0.66..33.18],
  Y[10.68..63.53] — a 34x53m envelope. The player was geometrically
  ~62m from the cell's world origin while CellId never updated.

Compare to adjacent cells where collision works:
- Cell 0xA9B4015A: 230 queries, 32% hit rate
- Cell 0xA9B40157: 131 queries, 38% hit rate

Fix: after CellTransit.FindCellList returns, verify the resolved
cell's CellBSP actually contains the sphere center via
BSPQuery.PointInsideCellBsp. If not, fall through to the existing
outdoor cell resolution branch (terrain grid + CheckBuildingTransit
for re-entry into a different building).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 14:25:20 +02:00
Erik
700abad94c fix(physics): skip Setup CylSphere/Sphere shadows for landblock stabs (A1.6)
ISSUES #83 Phase A1.6. Phase A1 gated the mesh-AABB-fallback path on
!_isLandblockStab, but Setup-derived CylSphere/Sphere/Radius-fallback
registrations (lines 5910-6005) still ran for stabs. A landblock stab
whose source is a Setup (0x02xxxxxx) with defined CylSpheres got BOTH
per-part BSP shadows AND a CylSphere shadow with id=entity.Id,
producing an invisible collision cylinder at the stab origin
alongside the correct BSP walls. User reported this as "thin air" hits
outside specific Holtburg buildings.

Retail's CBuildingObj uses BSP exclusively. Setup CylSphere/Sphere
data is for scenery (trees with trunk cylinders) and creatures.

Fix: extend A1's _isLandblockStab gate to wrap the Setup-derived
registration block (cylsphere, sphere, radius-fallback). One AND
clause on the outer `if (setup is not null)`.

Probe evidence (launch-a15-verify.utf8.log):
- 0xC0A9B45D (6 hits in outdoor cell 0xA9B40029) — Setup CylSphere on
  stab. src=0x020002FC. Pre-A1.5 it would also have been registered
  in adjacent landcells.
- 0xC0A9B463 (2 hits) — Setup Sphere on stab. src=0x020000E6.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 12:00:47 +02:00
Erik
4d3bf6fe37 fix(physics): scope interior cell shadows to ParentCellId (Phase A1.5)
ISSUES #83 Phase A1.5. ShadowObjectRegistry.Register() assigned each
entity to the outdoor landcell grid (8x8 cells, 24m square) based on
its XY position. For interior EnvCell statics (fireplace, furniture,
sign) hydrated by BuildInteriorEntitiesForStreaming with
ParentCellId = envCellId (a high-cellId interior cell like
0xA9B40121), this meant the shadow got stamped into the OUTDOOR
landcell whose XY they overlapped (e.g., 0xA9B40029).

When the player was OUTSIDE the building in 0xA9B40029, the indoor
chair/fireplace shadow fired collisions in "thin air" outdoors. The
user reported this on Holtburg cottage exteriors after the Phase A1
landblock-stab fallback fix.

Fix: add optional cellScope parameter to Register(). When non-zero
(passed as entity.ParentCellId ?? 0u from the 5 entity-loop call
sites in GameWindow), skip the XY-based landcell loop and register
the shadow ONLY in that cell. Live server-spawn registration at
GameWindow.cs:3137 keeps the XY-based behavior (live entities move
between cells).

Probe evidence (launch-a1-verify.utf8.log, post-A1 capture):
- 71 hits on 0x40B50054 (interior static) in OUTDOOR cell 0xA9B40029.
- 47 hits on 0xA9B47C00 (other Holtburg cottage BSP — legitimate).
- 31 hits on 0x40B50048 / 15 on 0x40B50018 (interior statics).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 11:54:29 +02:00
Erik
5f2b545979 fix(physics): skip mesh-AABB-fallback cylinder for landblock stabs
ISSUES #83 Phase A1. Landblock stabs (entity.Id 0xC0XXYY00+n per
LandblockLoader.cs:55) were being registered with TWO collision
shadows: the correct per-part BSP at `entity.Id*256 + partIdx`, AND a
redundant mesh-AABB-fallback cylinder at `entity.Id`. The fallback
clamped to 1.5m radius, centered at the building's mesh origin,
producing user-reported "thin air" collisions inside cottages and
within 2m of building exteriors.

The fallback was originally designed for canopy-only-BSP procedural
scenery (0x80XXYY00+n) — trees whose BSP covers the canopy but not
the trunk. Landblock stabs have full BSP coverage and don't need it.

Probe evidence (launch-thinair capture):
- 0xC0A9B479 cylinder fallback (Holtburg cottage): 104 hits in a
  short capture session, all inside the cottage main room
  (cell=0xA9B4013F), ~2m from the building's mesh origin.
- 0xA9B47900 BSP (the actual cottage walls): 52 legitimate hits.

Fix: one new bool _isLandblockStab + one clause in the existing
mesh-AABB-fallback gate.

Spec: docs/superpowers/specs/2026-05-21-cylinder-fallback-dedup-design.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 11:42:13 +02:00
Erik
bb1e919ef2 docs(physics): spec + plan + findings for ISSUES #83 walk-miss probe spike
Three docs from the indoor walk-miss probe spike landed in commits
27c7284..a2e7a87:

- Spec: design of the [walk-miss] + [floor-polys] diagnostic emissions
  with the H1/H2/H3 disambiguation matrix.
- Plan: 3-task TDD implementation plan (flag, aggregator, emissions).
- Findings: live-capture analysis showing H3 (walkable_hits_sphere /
  adjust_sphere_to_plane synthesis rejection) is the dominant defect.
  817 of 876 ground-contact misses (93%) cluster at dz~0.48 m, while
  the 7 HITs all sit at dz~0.46 m — a 2 cm boundary between working
  and broken that points at the sphere-overlap math, not the probe
  distance. H1 (multi-cell iteration missing) is real but only 3%
  of misses, secondary. H2 (probe distance) ruled out.

Next step: line-by-line decomp comparison of FindWalkableInternal /
walkable_hits_sphere / adjust_sphere_to_plane against retail at
acclient_2013_pseudo_c.txt:322032 / :323006 / :326793, then design
the fix in a follow-up session.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 11:00:11 +02:00
Erik
a2e7a87c25 feat(physics): [walk-miss] + [floor-polys] diagnostic emissions
Wires the WalkMissDiagnostic aggregator + flag into the two emission
sites per docs/superpowers/specs/2026-05-21-indoor-walk-miss-probe-design.md.

- [walk-miss] (per-frame, MISS branch of TryFindIndoorWalkablePlane):
  foot world+local position, nearest walkable poly with XY-containment
  flag and vertical gap, and LandCell terrain probe at the same XY.
- [floor-polys] (one-shot per cell at cache time): walkable poly id,
  normal Z, local-XY bbox, plane Z at bbox center.

Both gated on ACDREAM_PROBE_WALK_MISS=1. No physics behavior changes.
The live capture at the Holtburg cottage doorway + inn 2nd floor +
cellar descent disambiguates H1 (multi-cell iteration), H2 (probe
distance), H3 (poly absent / walkable_hits_sphere rejection) for
ISSUES #83.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 10:38:53 +02:00
Erik
31da57c94c feat(physics): WalkMissDiagnostic aggregator for ISSUES #83 probe spike
Pure-function aggregator that, given a CellPhysics.Resolved dict and
a foot local position, picks the nearest walkable-eligible polygon
(normal Z >= FloorZ) and reports XY-containment + signed vertical gap.
Also enumerates walkable polys with local-XY bboxes for the one-shot
[floor-polys] cell-load dump.

Pure-function, no behavior change. Wiring to emission sites lands in
the next commit.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 10:31:39 +02:00
Erik
27c728484d feat(physics): ProbeWalkMissEnabled flag for ISSUES #83 H-disambiguation
Adds a new diagnostic flag for the indoor-walking walk-miss probe
spike per docs/superpowers/specs/2026-05-21-indoor-walk-miss-probe-design.md.
Env var ACDREAM_PROBE_WALK_MISS=1, runtime-toggleable via property.
No DebugPanel mirror — spike-only. Following commits wire the
[walk-miss] and [floor-polys] emissions to this flag.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 10:23:00 +02:00
Erik
d258334573 docs(handoff): pickup prompt for indoor walking doorway investigation
Companion to the Bug A wrong-scope handoff (35c266a). Provides the
boxed copy-paste prompt for a fresh session + quick reference for the
user and the helper:
- Branch state + KEEP/REMOVE recommendation
- Anti-patterns to avoid (don't repeat Bug A, validate risks with
  probe data, stop at three failed verifications)
- Code anchors for Mechanisms A/B/C in our code
- Retail decomp anchors for the doorway investigation
- Probe + diagnostic env var menu
- 5-scenario visual verification list
- Launch command with UTF-8 conversion step

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 09:55:47 +02:00
Erik
35c266a800 docs(handoff): indoor walking Bug A wrong-scope handoff
Bug B (indoor BSP world-origin fix) shipped today at de8ffde.
Bug A (delete per-frame walkable-plane synthesis) attempted and
reverted at 0a7ce8f. Real bug is deeper than scoped:

Indoor cell floor polys don't cover the player's full XY range when
crossing thresholds (doorways). Step-down probes miss past the floor
edge, Mechanism C (post-OK step-down) can't catch the player,
ContactPlane invalidates, gravity pulls them through the void.

We have all three retail CP retention mechanisms (A, B, C). The
defect is geometry, not retention. Either dat-decoder missing some
floor polys, or cell-transition timing too late, or some retail
mechanism we haven't traced.

Handoff includes:
- State of every commit on this branch + KEEP/REMOVE recommendation
- Bug B evidence and recommendation to ship to main
- Bug A failure analysis with probe data
- Mechanisms A/B/C location in our code vs retail decomp anchors
- 5 prioritized investigation targets for fresh session
- Anti-patterns to avoid (don't repeat Bug A approach)
- Lessons learned (probe-first discipline, risk-as-falsification,
  3-fails-in-a-session stop signal, Matrix4x4.Decompose idiom,
  binary-timestamp paranoia)

Recommendation: merge Bug B alone, leave the rest for fresh session.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 09:38:13 +02:00
Erik
0a7ce8fd58 Revert "fix(physics): remove per-frame indoor walkable-plane synthesis"
This reverts commit 9f874f4650.
2026-05-20 09:17:24 +02:00
Erik
9f874f4650 fix(physics): remove per-frame indoor walkable-plane synthesis
The indoor branch of FindEnvCollisions called Transition.TryFindIndoorWalkablePlane
every frame to re-synthesize the ContactPlane after BSP returned OK.
The synthesis routed through BSPQuery.FindWalkableSphere ->
walkable_hits_sphere, which correctly rejects tangent contact via
|dist| > radius - epsilon. For a grounded player standing on or
brushing a floor, the foot sphere is tangent: 99.87% MISS rate per
the 2026-05-20 [cp-write] probe (3150 MISS / 3154 calls). Each MISS
fell through to outdoor terrain backstop, writing a ContactPlane
that's below the indoor floor by ~0.02m (the render Z-bump),
marking the player airborne and triggering the falling-animation
stuck symptom user-reported on 2nd-floor walks.

Fix: delete the synthesis + outdoor-fallthrough from the indoor OK
path. ContactPlane is retained from the prior tick's seed
(PhysicsEngine.ResolveWithTransition:583, init_contact_plane
equivalent) or refreshed by BSP Path 3 (step_sphere_down) / Path 4
(land-on-surface) during the same tick. Matches retail's
BSPTREE::find_collisions OK path (acclient_2013_pseudo_c.txt:323938).

Also deletes:
- Transition.TryFindIndoorWalkablePlane (~104 lines incl. doc-comment)
- INDOOR_WALKABLE_PROBE_DISTANCE constant
- [indoor-walkable] probe log line
- IndoorWalkablePlaneTests.cs (8 tests, the helper's coverage)
- TransitionTypesTests.cs (1 test, also tested the helper)

Net: -491 lines. BSPQuery.FindWalkableSphere + its 5 unit tests
retained as the underlying retail-faithful walkable-finder API
(reachable for spawn-placement / teleport-verification / future
debug needs; its doc-comment is updated to reflect the change).

Closes Bug A in the indoor ContactPlane retention phase.
Spec: docs/superpowers/specs/2026-05-20-indoor-walkable-synthesis-removal-design.md.
Plan: docs/superpowers/plans/2026-05-20-indoor-walkable-synthesis-removal.md.
Predecessor: de8ffde (Bug B, BSP world-origin fix).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 09:11:04 +02:00
Erik
686f27f227 docs(plan): remove per-frame indoor walkable-plane synthesis (Bug A)
Six-task plan for Bug A slice (spec 2026-05-20):
1. Replace synthesis call site with return TransitionState.OK
2. Delete Transition.TryFindIndoorWalkablePlane method + constant
3. Delete IndoorWalkablePlaneTests.cs + TransitionTypesTests.cs
4. Run physics suite, confirm baseline holds
5. Single commit per spec
6. User visual verification (5 scenarios)

Net delta: ~-480 lines. BSPQuery.FindWalkableSphere + its 5 unit tests
retained as the underlying retail-faithful walkable-finder API.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 08:53:58 +02:00
Erik
3bec18f0e4 docs(spec): remove per-frame indoor walkable-plane synthesis (Bug A)
Slice 2 of 2 in the indoor ContactPlane retention phase. Deletes
Transition.TryFindIndoorWalkablePlane + the per-frame synthesis call
+ outdoor-terrain fallthrough + 9 tests. Replaces with bare
return TransitionState.OK; matching retail's BSPTREE::find_collisions
OK path (acclient_2013_pseudo_c.txt:323938). ContactPlane is retained
via the per-tick seed at PhysicsEngine.ResolveWithTransition:583
(init_contact_plane equivalent) or refreshed by BSP Path 3 / Path 4.

Predecessor: de8ffde (Bug B, BSP world-origin fix).
Evidence: launch-cp-probe-postfix-v2.log shows 3150 MISS / 3154
indoor-walkable calls (99.87% miss rate) after Bug B, with user-visible
"stuck falling when brushing upper floor edge" symptom unchanged.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 08:32:17 +02:00
Erik
de8ffde4ca fix(physics): pass cell world-transform to indoor BSP collision
Indoor cell BSP queries at TransitionTypes.cs:1442 were calling
BSPQuery.FindCollisions with Quaternion.Identity + defaulted
Vector3.Zero worldOrigin. Inside the BSP, Path 3 (step_sphere_down)
and Path 4 (land-on-surface) use those params to build the
world-space ContactPlane. Result: planes written with D ~ 0 instead
of the cell's world floor Z (e.g. -94.02 for Holtburg cottages).
320 corrupt CP writes per Holtburg session per the [cp-write] probe.

Fix: decompose cellPhysics.WorldTransform once at the call site,
pass the rotation as localToWorld and the translation as
worldOrigin. Mirrors the existing correct pattern at :1808
(FindObjCollisions, passes obj.Rotation + obj.Position).

Retail oracle: BSPTREE::find_collisions (acclient_2013_pseudo_c.txt:323924)
calls Plane::localtoglobal at :323921 before set_contact_plane.
Our TransformNormal + TransformVertices + BuildWorldPlane chain is
the equivalent — it just needs the right rotation + origin.

Spec: docs/superpowers/specs/2026-05-20-indoor-bsp-worldorigin-fix-design.md.
Plan: docs/superpowers/plans/2026-05-20-indoor-bsp-worldorigin-fix.md.
Evidence: launch-cp-probe.log capture 2026-05-20, [cp-write] probe.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 08:00:16 +02:00
Erik
39d4e6512b test(physics): BSPQuery.FindCollisions writes world-space plane with translated origin
Regression test for indoor BSP world-origin fix (Bug B). Verifies that
BSPQuery.FindCollisions with path.StepDown=true and a non-zero
worldOrigin parameter writes a world-space ContactPlane to
CollisionInfo (not a cell-local-space one).

Passes before the call-site fix at TransitionTypes.cs:1442 because
BSPQuery itself is correct when called with the right args — it's the
caller that was passing the defaults. This test locks in the BSPQuery
contract so the relationship between worldOrigin/localToWorld input and
ContactPlane.D output cannot regress silently.

Spec: docs/superpowers/specs/2026-05-20-indoor-bsp-worldorigin-fix-design.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 07:58:37 +02:00
Erik
56816fcbe4 docs(plan): indoor BSP world-origin fix implementation plan
Five-task plan for Bug B slice (spec 2026-05-20). Tasks:
1. Regression test in BSPQueryTests.cs (BSPQuery API contract)
2. Apply Decompose + arg-pass at TransitionTypes.cs:1442
3. Run physics suite, confirm 8-failure baseline holds
4. Commit
5. User visual + probe-equivalence verification

Bug A explicitly deferred to a future slice.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 07:45:24 +02:00
Erik
865634f450 docs(spec): indoor BSP world-origin / world-rotation fix (Bug B)
Single-call-site defect in TransitionTypes.cs:1442 — the indoor cell
BSP query invokes BSPQuery.FindCollisions without passing the cell's
world rotation or world origin. Path 3 step-down + Path 4 land write
ContactPlanes with D ≈ 0 instead of the cell's world floor Z.
320 corrupt CP writes per Holtburg session per the [cp-write] probe
capture 2026-05-20.

Fix: decompose cellPhysics.WorldTransform once, pass rotation +
translation. Mirrors the existing correct pattern at :1808 (object
BSP via FindObjCollisions).

This is slice 1 of 2 for the indoor ContactPlane retention phase.
Slice 2 (Bug A — TryFindIndoorWalkablePlane removal) deferred
pending Bug B retest.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 07:38:27 +02:00
Erik
66de00d09a feat(physics): [cp-write] probe for ContactPlane retention spike
Spike for the next phase of indoor-walking work: confirm/refute the
hypothesis that FindEnvCollisions's indoor branch rewrites the player's
ContactPlane every frame instead of retaining it across frames (retail's
actual behavior). The previous session shipped 6 commits on a wrong
diagnosis; this probe captures the data BEFORE designing the fix.

Two pieces:

1. Add PhysicsDiagnostics.ProbeContactPlaneEnabled flag, gated on
   ACDREAM_PROBE_CONTACT_PLANE=1 (also runtime-toggleable). Helper
   methods LogCpBoolWrite / LogCpPlaneWrite / LogCpCellIdWrite emit one
   [cp-write] line per CP/LKCP field mutation with caller (walked from
   the stack with file+line info) when the value actually changes.

2. Convert the 8 ContactPlane group + LastKnownContactPlane group
   fields on CollisionInfo from public fields to public properties
   with backing fields. Setters call the diagnostic helpers when the
   probe is on; getters/setters are inlined when the flag is off.
   Storage layout unchanged. No call site changes — grep confirmed no
   ref/out passing or sub-field writes.

Build green; tests green at the existing 8-failure baseline (2 BSPStepUp,
6 MotionInterpreter — all unrelated, pre-existing).

Capture command:
  ACDREAM_PROBE_CONTACT_PLANE=1 ACDREAM_PROBE_INDOOR_BSP=1 ACDREAM_DEVTOOLS=1

Spike-only — remove when the retention fix lands and the diagnostic
value is captured in the next phase's spec.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 07:22:55 +02:00
Erik
7034be9294 docs(handoff): ContactPlane retention investigation pickup prompt
Self-contained fresh-session prompt that points at the BSP-port
shipped-handoff, summarizes the foundation work to keep vs delete,
notes the retail decomp anchors for CTransition::transitional_insert /
last_known_contact_plane, and includes the session-lesson reminder:
probe-first, design-second.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 07:06:11 +02:00
Erik
c6b3fd6ebf docs: indoor walkable-plane BSP port partial-ship handoff
Foundation work (6 commits ff548b9..f845b22) landed but visual
verification 2026-05-19 FAILED to fix the user-reported indoor bugs.
Documenting the deeper diagnosis + the next phase target without
reverting the foundation work.

What landed (kept):
- BSPQuery.FindWalkableInternal gained ref ushort hitPolyId (Task 1).
- New public BSPQuery.FindWalkableSphere wrapper over the existing
  retail-faithful walkable finder (Task 2).
- Transition.TryFindIndoorWalkablePlane refactored through it,
  PointInPolygonXY deleted (Task 3).
- [indoor-walkable] runtime-toggleable probe (Task 4).
- 5 new tests + 9 updated existing tests, all green; build clean.

What didn't fix: cellar descent FAIL, 2nd-floor walking FAIL
(intermittent falling-stuck), single-floor cottage REGRESSION (was
stable, now intermittent falling-stuck), phantom collisions PERSIST.

Probe evidence: 1443 MISS / 2 HIT over 1445 calls. Smoking gun:
foot-sphere-tangent-to-floor case fails PolygonHitsSpherePrecise's
|dist| > radius - epsilon check by ~0.0002. The BSP walker is
correct; the caller (TryFindIndoorWalkablePlane) is misusing it.

Root cause (deeper than originally diagnosed): TryFindIndoorWalkablePlane
exists only as a Phase 2 commit eb0f772 stop-gap. Retail doesn't
synthesize a ContactPlane per frame — retail RETAINS the previous
frame's plane when the BSP says no collision. Retail's find_walkable
only runs inside step_sphere_down (a sweep), never as a standing-still
query.

Next phase target: port retail's ContactPlane retention so the
resolver retains state across frames. Likely eliminates the per-frame
TryFindIndoorWalkablePlane call entirely. Foundation work (BSP walker
+ probe + tests) remains useful regardless.

ISSUES #83 remains OPEN with the deeper diagnosis.
Roadmap header updated to reflect partial-ship status.
Handoff at docs/research/2026-05-19-indoor-walkable-plane-bsp-port-shipped-handoff.md.

Spec: docs/superpowers/specs/2026-05-19-indoor-walkable-plane-bsp-port-design.md
Plan: docs/superpowers/plans/2026-05-19-indoor-walkable-plane-bsp-port.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 07:03:14 +02:00
Erik
f845b2241a feat(physics): add [indoor-walkable] probe line
Extends the existing [indoor-bsp] probe surface in FindEnvCollisions
with a per-call [indoor-walkable] line gated on
PhysicsDiagnostics.ProbeIndoorBspEnabled (no new flag). Logs the
synthesized contact plane, the polyId hit, and the signed Z gap (dz)
between foot and plane.

Lets the visual-verification step distinguish "FindWalkableSphere
picked the right polygon" from "FindWalkableSphere returned a miss
and we fell through to outdoor-terrain backstop", which is critical
for triaging any remaining indoor collision oddities after the BSP
port lands.

Runtime-toggleable via the existing DebugPanel "Indoor BSP probe"
checkbox; zero cost when disabled.

Spec: docs/superpowers/specs/2026-05-19-indoor-walkable-plane-bsp-port-design.md

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 22:02:06 +02:00
Erik
7c516edd7b fix(physics): document adjustedCenter discard + restore wall-poly test
Code review feedback on Task 3 commit 91b29d1:

- TryFindIndoorWalkablePlane: comment explaining why FindWalkableSphere's
  adjustedCenter out param is intentionally discarded (ValidateWalkable
  recomputes contact geometry from plane + foot position, consistent
  with the outdoor terrain path).
- IndoorWalkablePlaneTests: new TryFindIndoorWalkablePlane_WallPolyInBsp_ReturnsFalse
  restores integration-level coverage that the renamed NoBsp_ReturnsFalse
  lost. Verifies WalkableAllowance gate rejects a wall polygon in the
  cell BSP. Steep-poly rejection is also covered at the BSPQuery layer
  by FindWalkableSphere_SteepPoly_RejectedByWalkableAllowance.

No behavior change. Build clean; all related tests pass; same 8
pre-existing failures.

Spec: docs/superpowers/specs/2026-05-19-indoor-walkable-plane-bsp-port-design.md

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 21:58:53 +02:00
Erik
91b29d1a89 fix(physics): route indoor walkable-plane synthesis through retail BSP walker
TryFindIndoorWalkablePlane (Phase 2 commit eb0f772) used a linear
first-match XY scan of cellPhysics.Resolved with no Z-proximity test.
For any cell with two walkable polys overlapping in XY at different Z
(cellars, 2nd floors, balconies, stairs spanning floors), it returned
whichever polygon came first in dictionary order — typically the upper
floor when descending, causing the player to be reported below the
synthesized plane → ValidateWalkable fails → falling-stuck. Symptoms
reported by user 2026-05-19: cannot descend into cellar; cannot walk
on 2nd floor; "invisible obstacles at certain spots" (suspected
cascade from wrong-Z ContactPlane misrouting the resolver state).

Fix: route through BSPQuery.FindWalkableSphere (added previous commit),
which wraps the existing retail-faithful FindWalkableInternal
(BSPNODE::find_walkable + BSPLEAF::find_walkable port). Adds a
sphereRadius parameter to TryFindIndoorWalkablePlane so the foot
sphere is built with the actual entity radius rather than a guess.
WalkableAllowance is save/restored via try/finally so the slope
threshold used by walkable_hits_sphere doesn't leak back to the
resolver. Method becomes an instance method (was static) to access
this.SpherePath.

Deletes the now-dead PointInPolygonXY helper.

Updates IndoorWalkablePlaneTests.cs: all TryFindIndoorWalkablePlane
test fixtures now include a PhysicsBSPTree leaf node (required by
the new routing path), calls pass sphereRadius, and the PointInPolygonXY
tests are removed (method deleted). Adds TransitionTypesTests.cs with
an integration test covering two-overlapping-floors selection AND
WalkableAllowance preservation.

Closes (pending visual verification): ISSUES #83.
Spec: docs/superpowers/specs/2026-05-19-indoor-walkable-plane-bsp-port-design.md

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 21:47:49 +02:00
Erik
86ecdf9ee1 fix(physics): tighten FindWalkableSphere test assertions + header
Code review feedback on Task 2 commit 7f55e14:

- Tests 1 and 2 now assert on adjustedCenter.Z (was the wrapper's
  primary behavioral contract — sphere placed on polygon plane —
  but it was unverified). Math derived from AdjustSphereToPlane:
  iDist = (dpPos - radius) / dpMove; new center = center - movement * iDist.
- Test 2 also gains the hitPoly.Plane.Normal.Z assertion that
  Test 1 already had.
- Test 4 comment slope-angle clarification.
- BSPQuery.cs FindWalkableSphere section header now notes this is
  not a direct retail port (it wraps BSPNODE::find_walkable +
  BSPLEAF::find_walkable via the existing FindWalkableInternal).

No behavior change. Build clean; 4/4 tests pass; same 8 pre-existing
failures.

Spec: docs/superpowers/specs/2026-05-19-indoor-walkable-plane-bsp-port-design.md

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 21:41:13 +02:00
Erik
7f55e14cd7 feat(physics): add BSPQuery.FindWalkableSphere wrapper
Thin public wrapper over the existing retail-faithful
FindWalkableInternal (BSPNODE::find_walkable + BSPLEAF::find_walkable
port). Probes downward by probeDistance along up, returns the closest
walkable polygon the sphere would rest on plus the adjusted center.

Will replace Transition.TryFindIndoorWalkablePlane's linear first-match
scan (next commit). The wrapper is callable from any "stand here, find
my floor" use case; current intent is indoor walkable-plane synthesis.

4 unit tests covering: two-floors-foot-between (sphere overlapping lower
floor), only-upper-floor-foot-above (sphere overlapping upper floor),
no-walkable-in-probe-range (sphere out of overlap distance for all
polygons), steep-poly-rejected-by-WalkableAllowance. Note: find_walkable
requires sphere to overlap the polygon plane (|dist| <= radius);
the tests use geometry that exercises this correctly, unlike the spec's
illustrative values which assumed a "nearest below" scan.

Spec: docs/superpowers/specs/2026-05-19-indoor-walkable-plane-bsp-port-design.md

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 21:33:27 +02:00
Erik
ff548b962c refactor(physics): expose hitPolyId from FindWalkableInternal
Adds a ref ushort hitPolyId parameter to FindWalkableInternal so callers
can identify which polygon was hit. The leaf branch already iterates
foreach (ushort polyId in node.Polygons); this surfaces it.

No behavior change. Existing callers (StepSphereDown, Path 4 Collide)
pass a discard local. The new BSPQuery.FindWalkableSphere wrapper
(next commit) will consume it.

Prep for indoor walkable-plane BSP port — see spec
docs/superpowers/specs/2026-05-19-indoor-walkable-plane-bsp-port-design.md
2026-05-19 21:22:40 +02:00
Erik
e62d076f33 docs(plan): indoor walkable-plane BSP port — implementation plan
Five tasks (TDD throughout):
1. Extend FindWalkableInternal signature with ref ushort hitPolyId
   (mechanical, two existing callers pass discards).
2. Add BSPQuery.FindWalkableSphere wrapper + 4 unit tests
   (two-floors-foot-between, only-upper-floor-foot-above, no-walkable-
   in-range, steep-poly-rejected).
3. Refactor TryFindIndoorWalkablePlane through BSPQuery.FindWalkableSphere
   with sphereRadius thread + WalkableAllowance save/restore, delete
   PointInPolygonXY, update single callsite, integration test for
   two-overlapping-floors + allowance-preservation.
4. Add [indoor-walkable] probe line on existing PhysicsDiagnostics flag.
5. Visual verification by user + roadmap + ISSUES #83 close.

Spec: docs/superpowers/specs/2026-05-19-indoor-walkable-plane-bsp-port-design.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 21:18:11 +02:00
Erik
165f67add4 docs(spec): indoor walkable-plane BSP port — design
Brainstormed spec for resolving the cellar-descent / 2nd-floor /
invisible-obstacle indoor collision regressions reported post-Phase 2.

Root cause: Phase 2 commit eb0f772 introduced TryFindIndoorWalkablePlane
as a stop-gap walkable-plane synthesis when the indoor BSP returns OK.
Its body does a linear first-match XY scan over cellPhysics.Resolved with
no Z-proximity test, so multi-Z indoor geometry (cellars, 2nd floors,
balconies) collapses to wrong-floor selection. Walking UP stairs works
because step_up routes through DoStepDown → TransitionalInsert(5) →
BSPQuery.FindCollisions Path 3 (StepSphereDown) which already uses
FindWalkableInternal — the retail-faithful BSP walkable-finder. The
linear scan only fires in the OK-no-wall branch.

Fix: route TryFindIndoorWalkablePlane through the existing
FindWalkableInternal via a thin new BSPQuery.FindWalkableSphere wrapper.
Extends FindWalkableInternal's signature to expose the hit polyId
(dictionary key, since ResolvedPolygon doesn't carry its own id). Threads
the foot-sphere radius through TryFindIndoorWalkablePlane's signature
(was hardcoded to nothing — used the localFootCenter alone). Deletes
the now-dead PointInPolygonXY helper.

Awaiting user spec review before plan.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 21:08:49 +02:00
Erik
d942ff73c0 docs(handoff): retarget pickup prompt — indoor/collision/physics/dungeons only
User explicitly redirected the next-phase track: no M2 (kill-a-drudge), stay
on indoor walking issues, collision, physics, and dungeons. Update the
pickup prompt to reflect this:

- Drop M2 from the candidate list entirely.
- Add #83 (walking up stairs) as the recommended next phase — pure
  indoor/physics, unblocks both multi-floor cottages AND dungeons.
- Add a "dungeon stress test" candidate (Path B) — verify Phase 2's
  portal traversal works on multi-cell indoor spaces.
- Move indoor lighting from "recommended" to Path E with a note that it
  depends on stairs (#83) landing first to be testable.
- Update the helper section with concrete file pointers per path.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 19:52:17 +02:00
Erik
a5d6bb3536 docs(handoff): indoor walking Phase 2 pickup prompt for fresh session
After merging Phase 1 + Phase 2 to main at 1af49b7, file a pickup prompt
that orients a fresh Claude Code session: what shipped, what's open, the
four ranked candidate next phases (indoor lighting / M2 / #88 vibration /
triage), and key file pointers for whichever path is chosen.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 19:35:47 +02:00
Erik
1af49b710e Merge branch 'claude/competent-robinson-dec1f4' — Indoor walking Phase 1 + Phase 2
Cluster A (Indoor walking Phase 1 — BSP cluster):
- WorldPicker cell-BSP occlusion → #86 closed
- CellId promotion via AABB containment (partial Phase D fix)
- Diagnostic infrastructure: [indoor-bsp], [cell-cache] probes

Indoor walking Phase 2 (Portal-based cell tracking):
- CellBSP + Portals wired into CellPhysics
- CellTransit static class: FindTransitCellsSphere + AddAllOutsideCells + FindCellList
- ResolveCellId rename + sphereRadius plumbing
- BuildingPhysics + CheckBuildingTransit (outdoor→indoor entry)
- Foot-sphere center fix (made portal tracking actually work in production)
- Indoor walkable-plane synthesis (closes the falling-stuck bug)

Closes ISSUES.md #84, #85, #86, #87.
Files new issues #88 (indoor object vibration) + #89 (port SphereIntersectsCellBsp).

Spec: docs/superpowers/specs/2026-05-19-indoor-portal-cell-tracking-design.md
Handoff: docs/research/2026-05-19-indoor-walking-phase2-shipped-handoff.md
2026-05-19 19:34:13 +02:00
Erik
a9c74d153a docs(phase): Indoor walking Phase 2 — Portal-based cell tracking shipped
Closes ISSUES.md #87 + #85 + the remaining wall-pass-through portion of
#84 (fully closes #84). Portal-graph cell traversal replaces Phase D's
AABB containment. Walking through doors promotes/demotes CellId correctly
via portal traversal; walls block from inside indoor cells; indoor walkable
plane is synthesized from the cell's floor poly so the resolver tracks
walkability correctly during indoor movement.

Files two new issues: #88 (indoor static objects vibrate — pre-existing,
spotted during Phase 2 testing) and #89 (BSPQuery.SphereIntersectsCellBsp
— follow-up to make CheckBuildingTransit retail-faithful; currently uses
radius-less PointInsideCellBsp as a documented approximation).

ISSUES.md: #87, #85, #84 moved to DONE. #88 + #89 filed.
Roadmap: Indoor walking Phase 2 added to shipped table.
CLAUDE.md: recent-phase paragraph updated to reflect Phase 2 shipped.
New handoff: docs/research/2026-05-19-indoor-walking-phase2-shipped-handoff.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 19:31:22 +02:00
Erik
eb0f772f0f fix(physics): Phase 2 — synthesize indoor walkable plane from cell floor
When the indoor cell-BSP query returns OK (no wall collision), the player
is standing on a floor poly inside the cell. Previously the code fell
through to outdoor terrain (SampleTerrainWalkable + ValidateWalkable),
which used the OUTDOOR terrain plane — below the indoor floor due to the
+0.02f Z-bump applied for render z-fight prevention. ValidateWalkable
saw the player 0.5m above the outdoor plane → marked them as airborne
→ walkable=False → falling animation, never recovers.

Adds TryFindIndoorWalkablePlane (internal static for testability): scans
the cell's resolved physics polys for a walkable floor poly (normal.Z >=
0.6664, walkable-slope threshold matching retail) under the player's XY,
transforms its plane + vertices to world space via WorldTransform, and
calls ValidateWalkable with the indoor plane. Adds PointInPolygonXY
(ray-casting even-odd rule, ignores Z). Both are wired just after the
BSP OK branch in FindEnvCollisions; outdoor terrain remains a defensive
backstop if no floor poly is found under the player indoors (rare).

Matches retail's CEnvCell::find_env_collisions behavior: no fall-through
to terrain when the cell BSP successfully completes a query.

Evidence: launch-phase2-verify5.log captured 12,141 walkable=False
events during an indoor session where the player never managed to walk
back outdoor through a door — they got stuck against the indoor wall
and the resolver never re-established a walkable contact plane.

Adds 13 unit tests in IndoorWalkablePlaneTests.cs covering:
- player over floor poly (returns true, plane normal up, plane at correct Z)
- player outside poly XY (returns false)
- no walkable polys (returns false)
- empty Resolved dict (returns false)
- cell with world translation (plane + vertices in world space)
- PointInPolygonXY cases (centre, near corner, on boundary, outside, Z ignored)

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 19:13:13 +02:00
Erik
3ffe1e44f6 fix(physics): Phase 2 — pass foot-sphere center to ResolveCellId
Visual test of Phase 2 portal traversal showed walls still didn't
block from inside buildings. Diagnosis: ResolveCellId was being
called with sp.CheckPos (entity reference, at the feet — world
Z=terrain) instead of sp.GlobalSphere[0].Origin (foot sphere center,
~0.5m above terrain). Combined with the +0.02f Z-bump on cached
cell origins (for render z-fight prevention), the test position
landed at cell-local Z=-0.02 — just below the cell floor — and
PointInsideCellBsp correctly reported "outside" for every cell.
CheckBuildingTransit never added candidates; player CellId stayed
outdoor; indoor cell-BSP collision branch never fired; walls didn't
block.

Retail's check_building_transit uses sphere.Center (the sphere CENTER,
not the entity reference) per the pseudocode at
docs/research/acclient_indoor_transitions_pseudocode.md:222-238.

Three call sites updated (PhysicsEngine x2 inside ResolveWithTransition;
TransitionTypes inside Transition.FindEnvCollisions).

Also adds a [check-bldg] diagnostic line to CheckBuildingTransit (gated
on the existing ACDREAM_PROBE_INDOOR_BSP flag) so future verification
captures show per-portal inside/outside results without needing
another diagnostic flag.

Spec: docs/superpowers/specs/2026-05-19-indoor-portal-cell-tracking-design.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 18:54:10 +02:00
Erik
702b30a63e refactor(physics): Phase 2 — code-review polish on BuildingPhysics commit
Five reviewer-flagged items addressed:

- Fix #1: GameWindow building-loop now reuses TerrainSurface.ComputeOutdoorCellId
  instead of re-deriving the row-major cell-index formula. DRY win; no risk
  of the two formulas drifting.
- Fix #2: BuildingPhysics.ExactMatch decoder now references
  DatReaderWriter.Enums.PortalFlags.ExactMatch instead of magic 0x0001.
- Fix #3: ExactMatch XML doc clarified as "reserved per retail's
  CBldPortal::exact_match; not currently consumed by CheckBuildingTransit".
- Fix #4: CheckBuildingTransit docstring now explicitly documents the
  retail divergence — retail's sphere_intersects_cell (radius-aware) vs.
  our PointInsideCellBsp (radius-less). The sphereRadius parameter is
  reserved for the future sphere_intersects_cell port. Practical effect
  noted: entry fires ~sphereRadius (~0.48m) deeper than retail.
- Fix #5: Test method `SphereInsideBuildingPortalDestination_AddsInteriorCell`
  renamed to `BuildingPortalWithUnloadedCellBSP_NoCandidateAdded` — the
  test asserts Empty(candidates), not that the cell is added. Comment
  updated.

Spec: docs/superpowers/specs/2026-05-19-indoor-portal-cell-tracking-design.md
Plan: docs/superpowers/plans/2026-05-19-indoor-portal-cell-tracking.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 18:01:44 +02:00
Erik
069534a372 feat(physics): Phase 2 — BuildingPhysics + CheckBuildingTransit
Closes the outdoor→indoor entry path. New BuildingPhysics type holds
the per-SortCell BldPortal list + building world transform; PhysicsDataCache
caches it (CacheBuilding + GetBuilding); CellTransit.CheckBuildingTransit
tests each portal's destination cell via PointInsideCellBsp.

PhysicsEngine.ResolveCellId's outdoor branch now hooks CheckBuildingTransit
after the terrain-grid lookup: if the matched landcell has a cached
building stab, check whether the sphere has crossed into one of its
interior EnvCells before returning.

GameWindow at landblock-load time iterates LandBlockInfo.Buildings and
caches each via PhysicsDataCache.CacheBuilding. The landcell-id derivation
uses retail's row-major cell-index formula (gridX * 8 + gridY + 1).

Polish items from Subagent B/C reviews folded in:
- visited HashSet in FindCellList's BFS (avoids O(N^2) re-enqueue)
- ResolveCellId_NoDataCache_ReturnsFallback test (closes coverage gap)
- DataCache-asymmetry comment in PhysicsEngine.ResolveCellId
- Replaced misleading FindCellList outdoor-branch TODO with explicit
  note that ResolveCellId bypasses this branch — wired in ResolveCellId
  directly.
- Removed unused 'using DatReaderWriter.Types;' from CellTransit.cs
- 2 new CellTransitFindCellListTests integration tests
- 1 new CellTransitCheckBuildingTransitTests test (null-CellBSP guard
  case; happy path deferred to visual verification).

Spec: docs/superpowers/specs/2026-05-19-indoor-portal-cell-tracking-design.md
Plan: docs/superpowers/plans/2026-05-19-indoor-portal-cell-tracking.md

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 17:34:38 +02:00
Erik
aad697602e feat(physics): Phase 2 — port CellTransit + wire into ResolveCellId
New CellTransit static class ports retail's portal-graph cell traversal:
- FindTransitCellsSphere — indoor portal-neighbour walk
- AddAllOutsideCells     — outdoor 24m grid expansion
- FindCellList           — top-level driver (BFS through portals;
                           PointInsideCellBsp for final containment)

PhysicsEngine.ResolveOutdoorCellId renamed to ResolveCellId. Body
rewritten: indoor seeds delegate to CellTransit.FindCellList (portal-
graph BFS + BSP containment test); outdoor seeds keep the landblock
terrain grid lookup from the original implementation (preserving the
L.2e prefix-preservation fix). Signature extended with sphereRadius
parameter (needed by the sphere-vs-portal-plane test). Three call
sites updated (PhysicsEngine x2, TransitionTypes x1).

BSPQuery.PointInsideCellBsp retyped from PhysicsBSPNode? to CellBSPNode?
— the function operates on the cell-BSP tree (CellPhysics.CellBSP.Root
is a CellBSPNode). The previous PhysicsBSPNode typing was dead code, so
retype is safe.

Deletes the Phase D ResolveOutdoorCellIdTests.cs file. New ResolveCellIdTests
covers the equivalent contracts (fallback zero, outdoor seed with no
landblock).

Outdoor->indoor entry (check_building_transit) is stubbed pending the
BuildingPhysics infrastructure landing in the next commit.

Spec: docs/superpowers/specs/2026-05-19-indoor-portal-cell-tracking-design.md
Plan: docs/superpowers/plans/2026-05-19-indoor-portal-cell-tracking.md

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 17:14:04 +02:00
Erik
1969c55823 feat(physics): Phase 2 — wire CellBSP + Portals into CellPhysics
Adds PortalInfo struct and extends CellPhysics with CellBSP (third BSP
for point-in-cell tests, typed CellBSPTree from DatReaderWriter),
Portals (from envCell.CellPortals), PortalPolygons (resolved
cellStruct.Polygons — portals reference visible polys, not
PhysicsPolygons), and VisibleCellIds (populated for future use;
envCell.VisibleCells is List<UInt16>, not Dictionary).

Deletes CellPhysics.LocalAabbMin/Max and PhysicsDataCache.TryFindContainingCell
— Phase D's AABB shortcut is gone. CacheCellStruct's AABB compute
removed; the [cell-cache] diagnostic updated with portal/visible counts
instead.

CacheCellStruct signature gains an EnvCell parameter (one call site in
GameWindow.cs:5384 updated). ResolveOutdoorCellId drops the
TryFindContainingCell call; portal-graph CellTransit replaces it next.

ResolveOutdoorCellIdTests object initializers had the deleted AABB
properties stripped temporarily so the build stays green; the file gets
replaced wholesale in the next commit (CellTransit integration). Those
2 AABB-containment tests continue to fail (they were pre-broken on this
branch); no new failures introduced.

Spec: docs/superpowers/specs/2026-05-19-indoor-portal-cell-tracking-design.md
Plan: docs/superpowers/plans/2026-05-19-indoor-portal-cell-tracking.md

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 16:52:20 +02:00
Erik
b282c69f28 docs(plan): Indoor portal-based cell tracking implementation plan
11-task plan: data wiring (PortalInfo + extend CellPhysics + extend
CacheCellStruct) → CellTransit port (FindTransitCellsSphere +
AddAllOutsideCells + FindCellList) → ResolveCellId integration (rename +
plumb sphereRadius + delete AABB containment) → BuildingPhysics for
outdoor→indoor → capture + docs.

Task 0 verifies DatReaderWriter exposes CellStruct.CellBSP and
LandBlockInfo.Buildings before any code touches them. The CellBSP
property name is the one known unknown.

Spec: docs/superpowers/specs/2026-05-19-indoor-portal-cell-tracking-design.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 16:40:03 +02:00
Erik
48f0b26f62 docs(spec): Indoor portal-based cell tracking design
Brainstormed spec for the follow-up to Cluster A: port retail's portal-graph
cell traversal to replace Phase D's AABB containment shortcut. Closes
ISSUES.md #87 and the remaining wall-collision parts of #84 + #85 — indoor
walking with walls that block from inside, walking through doors that
updates CellId.

Scope: all three transition types (indoor↔indoor, indoor↔outdoor,
outdoor→indoor). AABB containment deleted entirely; portal traversal is the
only path.

Key data references: docs/research/acclient_indoor_transitions_pseudocode.md
(2026-04-13) has the entire algorithm already documented from ACE source
cross-referenced against the retail header. BSPQuery.PointInsideCellBsp is
already wired (just unused).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 16:32:21 +02:00
Erik
f0900ebe12 docs(phase): Cluster A — partial ship + handoff
Cluster A's investigation pinned #86 (picker) as structural and closed
it (Phase B). #84 and #85 both pinned on missing indoor cell tracking;
Phase D promoted CellId via AABB containment which un-stuck the
spawn-in-building case (closes #84 partially) but proved too tight for
threshold/doorway cells to keep CellId indoor during normal walking.
The proper fix is retail's portal-based cell traversal; filed as a
new ISSUES.md issue (see body) for the follow-up phase. Phase E
diagnostic infrastructure ([cell-cache] + extended [indoor-bsp]) stays
in place as scaffolding for that work.

ISSUES.md: #86 → Recently closed. #84 status updated to PARTIAL with
resolution paragraph. #85 status update note added. New issue #87 filed
for portal-based indoor cell tracking.

Roadmap: Cluster A added to Recently shipped with partial-ship note.
Forward entry added for the portal-traversal follow-up under Phase G.

CLAUDE.md: current-phase paragraph updated to reflect Cluster A partial
ship. Next phase deferred to Claude's choice in a future session.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 16:12:24 +02:00
Erik
1f11ba9b38 feat(diag): Cluster A — extend [cell-cache] with AABB + bsphere + recursive poly count
The original Phase E [cell-cache] probe (fda6af7) only showed the BSP root
node's direct poly count, which was always 0 for non-trivial trees (internal
node root). Extending the probe to:

- Recursively walk the BSP tree and count total leaf polys
- Detect unmatched poly IDs (BSP leaves referencing IDs not in our resolved dict)
- Dump the BSP root bounding sphere (center + radius)
- Dump the cell's local AABB (min/max from poly vertices)
- Dump the cell's world origin (cellTransform * (0,0,0))

The extended data made the route-δ diagnosis definitive: Holtburg cells DO
have full physics polygons in their BSPs (e.g. 0xA9B40143 has 14 polys all
resolved, full Z range 0-2.8 m). The bug is upstream — AABB-based cell
containment is too tight to capture a standing player at most thresholds
between rooms, so the indoor cell-BSP branch fires only intermittently.

Retail uses portal traversal (CObjMaint::HandleObjectEnterCell + cell-side
portal data) which propagates CellId at door crossings. Our AABB-containment
shortcut is partial. This diagnostic stays in place as infrastructure for
the follow-up "Indoor portal-based cell tracking" phase.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 16:04:45 +02:00
Erik
fda6af7ad0 diag: add ACDREAM_PROBE_CELL_CACHE to explain indoor BSP poly=n/a
Every [indoor-bsp] probe line reports result=OK poly=n/a, meaning
BSPQuery.FindCollisions never records a hit polygon. Four hypotheses:
(a) PhysicsPolygons.Count == 0 for all cached EnvCells (empty data),
(b) BSP leaf Polygons IDs don't match PhysicsPolygons dict keys,
(c) ResolvePolygons filters out all polygons (vertex lookups fail or
    degenerate normals), or (d) sphere is too far from BSP leaf bounds.

Format analysis rules out (b): retail BSPLEAF::PackLeaf writes
poly_id (not array index) into the BSP leaf ushort list; CPolygon::Pack
writes poly_id as first field; DatReaderWriter reads it as dictionary
key. ACE DatLoader does the same. Keys are consistent end-to-end.

Add ProbeCellCacheEnabled (ACDREAM_PROBE_CELL_CACHE=1) to
PhysicsDiagnostics and a [cell-cache] log line at the end of
CacheCellStruct. One line per cached EnvCell:

  [cell-cache] envCellId=0x... physicsPolyCount=N resolvedCount=M
               bspRootPolyCount=K bspRootHasChildren=true|false

physicsPolyCount=0 -> hypothesis (a).
resolvedCount < physicsPolyCount -> hypothesis (c).
Non-zero counts + bspRootPolyCount=0 + bspRootHasChildren=true ->
  expected (internal node, leaves hold poly refs); then investigate (d).
Non-zero counts + bspRootPolyCount=0 + bspRootHasChildren=false ->
  leaf with empty Polygons list, deeper investigation needed.

Cross-referencing cell-cache lines with indoor-bsp lines (same
envCellId) will pin the root cause in the next launch.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 15:47:59 +02:00
Erik
c19d6fb321 fix(physics): Cluster A #84 + #85 — indoor cell tracking
ResolveOutdoorCellId only resolved outdoor terrain landcells. A player
geometrically inside an EnvCell stayed in outdoor-landcell range, so
FindEnvCollisions' indoor cell-BSP branch (gated on cellLow >= 0x0100)
never fired. Both #84 (blocked by air indoors) and #85 (pass through
walls outside→in) are downstream of this — without indoor cell-BSP
collision the player gets stuck against outdoor-stab back-faces of the
building shell, and walls only block from one side.

Adds an indoor-cell-containment check via PhysicsDataCache: at
CacheCellStruct time, compute each cell's local AABB from its resolved
polygon vertices; at ResolveOutdoorCellId time, transform the world
position into each cached cell's local space and return the matched
cell's full id when contained. Falls through to the existing outdoor
terrain logic when no EnvCell contains the position.

Also fixes a pre-existing prefix-preservation bug in the outdoor branch:
the function now always applies the matched landblock's high-16 prefix
even when the input fallbackCellId arrived bare-low-byte (the L.2e
finding from CLAUDE.md). Updated two existing PhysicsEngineTests that
encoded the old bare-low-byte output.

Evidence: launch-cluster-a-capture.log @ 2026-05-19 — player at
worldPos (155.376, 14.010, 94.000) geometrically inside cottage cell
0xA9B40172, but sp.CheckCellId stuck at 0x00000031 (outdoor landcell)
across 454 [resolve] lines; zero [indoor-bsp] lines because the gate
never opened.

Closes #84.
Closes #85.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 15:20:36 +02:00
Erik
4e308d567a test(picker): Cluster A #86 — screen-rect cell-occlusion tests
Phase B's WorldPicker change added cellOccluder to both Pick overloads,
but the integration test suite only covered the legacy ray-sphere
overload. The production code path (GameWindow.PickAndStoreSelection)
uses the screen-rect overload, and its clip.W depth-conversion math
had no direct test. Adds two integration tests mirroring the existing
ray-sphere variants:

- Pick_ScreenRect_EntityBehindWall_OccludedByCellBsp — entity dead-
  ahead, wall between, with cellOccluder → null.
- Pick_ScreenRect_NoWall_HitsEntity — same scene, null occluder → hit.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 14:56:51 +02:00